Innistrad: Double Feature
Vigilance Adeline's power is equal to the number of creatures you control. Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Target creature you control gets +2/+0 and gains lifelink until end of turn. When that creature dies this turn, create a 1/1 white Spirit creature token with flying.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains flying until end of turn.
Enchant creature Enchanted creature has defender. Prevent all combat damage that would be dealt by enchanted creature. Coven — {2}{W}, Sacrifice this Aura: Exile enchanted creature. Activate only if you control three or more creatures with different powers.
Flash {1}, Sacrifice this creature: Destroy target artifact or enchantment.
Enchant creature Enchanted creature has vigilance and "At the beginning of your end step, create a 1/1 white Human creature token."
If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard.
When this creature enters, create a 1/1 white Human creature token.
Enchant player As this Aura enters, choose a card name. Spells with the chosen name enchanted player casts cost {2} more to cast. Whenever enchanted player casts a spell with the chosen name, you may sacrifice this Aura. If you do, draw a card.
First strike Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.
Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Target creature gets +2/+2 until end of turn. If it's a Human, instead it gets +3/+3 and gains indestructible until end of turn.
Ward {1} If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.
When this creature enters, put a +1/+1 counter on each of up to two target creatures.
{2}, {T}: Tap target creature.
Equipped creature gets +1/+1. Equipped creature can't be blocked by creatures with power 4 or greater. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Put a +1/+1 counter on target creature you control. It gains vigilance until end of turn. Flashback {W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Lifelink When this creature enters, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on this creature. Creatures you control get +1/+1 for each valor counter on this creature.
Flash Flying When this creature enters, you may return another creature you control to its owner's hand.
Whenever this creature or another creature you control dies, put a +1/+1 counter on target creature you control.
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains lifelink until end of turn.
Creatures you control get +1/+1 until end of turn. Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead.
This spell costs {1} less to cast for each creature you attacked with this turn. When this creature enters, draw a card.
As this enchantment enters, note your life total. At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for this enchantment. Then note your life total. Whenever you cast a white spell, you gain 1 life.
Flying When this creature enters, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield.
Flying When this creature enters, exile up to one target card from a graveyard.
Destroy target creature with toughness 4 or greater.
Whenever this creature enters or attacks, exile up to one target card from a graveyard. Coven — {1}{W}: Choose a color. This creature gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.
If an opponent has more life than you, you gain 4 life. If an opponent controls more creatures than you, create two 1/1 white Human creature tokens. If an opponent has more cards in hand than you, draw a card.
Exile target Spirit, creature with disturb, or enchantment.
Whenever another creature you control dies, put a +1/+1 counter on this creature.
This spell costs {1} less to cast for each creature on the battlefield. Destroy all creatures.
If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, you may tap or untap target nonland permanent.
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Draw a card.
Enchant player At the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player.
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may shuffle up to four target cards from your graveyard into your library.
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
When this creature enters, target player mills three cards. (They put the top three cards of their library into their graveyard.) {2}{U}: This creature can't be blocked this turn.
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flying When this creature enters, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, draw a card.
Counter target spell unless its controller pays {4}. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.
As an additional cost to cast this spell, sacrifice a creature. Enchant creature You control enchanted creature. Enchanted creature gets +1/+1.
Defender Tap three untapped creatures you control: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Spells can't be countered. Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
Enchant creature When this Aura enters, if there are five or more cards in your graveyard, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flash Flying When this creature enters, up to one target creature an opponent controls gets -2/-0 until end of turn.
When this enchantment enters and whenever you cast a spell from your graveyard, create a 1/1 blue Bird creature token with flying and "This token can block only creatures with flying."
When this creature enters, look at the top three cards of your library, then put one of them into your hand and the rest into your graveyard.
Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flying Other Spirits you control get +1/+1. Spells you cast from your graveyard cost {1} less to cast.
Flying When this creature enters, you may search your library for a card with flashback or disturb, put it into your graveyard, then shuffle.
Target creature's owner puts it on their choice of the top or bottom of their library. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Investigate. If this spell was cast from a graveyard, investigate twice instead. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Flashback {3}{U}
When this creature enters, draw a card, then discard a card. Whenever you discard a Spirit card or a card with disturb, put a +1/+1 counter on this creature.
Tap three untapped creatures you control: Tap target creature.
Whenever this creature enters or attacks, put a slime counter on up to one other target creature. Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.
Flash Flying When this creature enters, you may pay {1}{U} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
Target creature gets -2/-0 until end of turn. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) Draw a card.
Flash Flying
You have no maximum hand size. At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game. {3}{U}: Draw a card.
{T}: Add {U}. Spend this mana only to pay a disturb cost or cast an instant or sorcery spell.
As an additional cost to cast this spell, sacrifice a creature. Draw three cards.
When this creature enters, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.
When this creature enters, if an opponent lost life this turn, create a 1/1 black Bat creature token with flying.
Target creature gains deathtouch until end of turn. Draw a card.
Target player draws two cards and loses 2 life.
Choose one — • Target creature gets -5/-5 until end of turn. • Creature tokens get -2/-2 until end of turn.
Flying When this creature enters, if an opponent lost life this turn, each opponent discards a card.
Whenever another Zombie you control enters, put a +1/+1 counter on this creature.
Return target creature card from your graveyard to your hand. Put a +1/+1 counter on up to one target Zombie you control. Flashback {3}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Destroy target creature without flying.
When this creature enters, create two 2/2 black Zombie creature tokens with decayed. When you do, exile up to two target cards from graveyards. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.) Whenever a creature dies or a creature card is put into a graveyard from a library, each opponent loses 1 life.
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
As an additional cost to cast this spell, sacrifice a creature or pay {3}{B}. Exile target creature or planeswalker.
Destroy target creature with power 2 or less. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever one or more nontoken creatures die, create a 2/2 black Zombie creature token with decayed. This ability triggers only once each turn. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
If a creature an opponent controls would die, exile it instead. At the beginning of your upkeep, put all creature cards exiled with Gisa onto the battlefield under your control. They gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Deathtouch When this creature dies, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Destroy target creature. You lose 2 life.
At the beginning of your end step, if you control no creatures with decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Flying, trample {B}, Sacrifice another creature: Target player mills three cards. Pay 1 life: Add {C}. Spend this mana only to cast a spell from your graveyard.
Equipped creature has flying and lifelink. Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards. Equip {3}
When The Meathook Massacre enters, each creature gets -X/-X until end of turn. Whenever a creature you control dies, each opponent loses 1 life. Whenever a creature an opponent controls dies, you gain 1 life.
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
As an additional cost to cast this spell, sacrifice a creature or pay {1}{B}. Menace (This creature can't be blocked except by two or more creatures.)
Enchant creature Enchanted creature has "Whenever another creature dies, put a +1/+1 counter on this creature." When enchanted creature dies, look at the top X cards of your library, where X is its power. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Target opponent discards two cards. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
When this creature dies, you draw a card and you lose 1 life.
Target creature gets -2/-2 until end of turn. If it's night, that creature gets -13/-13 until end of turn instead.
Exile up to one target card from a graveyard. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Tap three untapped creatures you control: Each opponent loses 1 life.
When this creature enters, each opponent creates a 1/1 white Human creature token. Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
Deathtouch When this creature enters, you may pay {2}{B} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then create twice that many 2/2 black Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Flying This creature can't block.
Up to two target creatures can't block this turn. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Haste When this creature enters, you may pay {2}{R} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs.
Menace (This creature can't be blocked except by two or more creatures.) If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, this creature deals 1 damage to each opponent.
Choose one — • Burn Down the House deals 5 damage to each creature and each planeswalker. • Create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." They gain haste until end of turn.
Burn the Accursed deals 5 damage to target creature and 2 damage to that creature's controller. If that creature would die this turn, exile it instead.
Choose one — • Cathartic Pyre deals 3 damage to target creature or planeswalker. • Discard up to two cards, then draw that many cards.
Enchant player Whenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, this Aura deals 2 damage to them.
As an additional cost to cast this spell, discard a card. Draw two cards. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
Whenever this creature attacks, it deals 1 damage to defending player.
{1}{R}, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn.
When this creature enters, if an opponent lost life this turn, add {R}{R}{R}. {2}{R}, Discard a card: Draw a card.
Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
Whenever you cast an instant or sorcery spell, put a charge counter on this artifact. {1}{R}, {T}, Remove any number of charge counters from this artifact: It deals that much damage to any target. {1}{R}, {T}: Exile the top card of your library. You may play that card this turn.
Enchant creature Enchanted creature gets +2/-2.
{3}{R}: Target creature can't block this turn.
Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker. Flashback—{3}{R}, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Target creature you control gets +X/+0 and gains first strike and trample until end of turn.
This spell costs {2} less to cast if it's night. Moonrager's Slash deals 3 damage to any target.
Flying Whenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors. When this creature dies, it deals X damage to any target, where X is the number of colors among permanents you control.
Trample This creature enters with a +1/+1 counter on it if an opponent lost life this turn.
This spell costs {1} less to cast if you control a Vampire. Neonate's Rush deals 1 damage to target creature and 1 damage to its controller. Draw a card.
If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, discard up to two cards, then draw that many cards.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If you control a Wolf or Werewolf, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flying Whenever this creature attacks, it deals 1 damage to target creature defending player controls. If that creature is a Zombie, this creature deals 2 damage to it instead.
Choose one — • Destroy target artifact. • Target attacking creature gets +2/+2 until end of turn.
Create a red Elemental creature token with trample and "This token's power and toughness are each equal to the number of instant and sorcery cards in your graveyard plus the number of cards with flashback you own in exile." Flashback {6}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)
Flying If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, you may pay {1}{R}. If you do, return this card from your graveyard to the battlefield tapped.
Defender {T}: This creature deals 1 damage to each opponent. Whenever you cast an instant or sorcery spell, untap this creature.
When this creature enters, if an opponent lost life this turn, it deals X damage to up to one target creature or planeswalker, where X is the number of Vampires you control.
This creature has first strike as long as it's attacking. {2}{R}: This creature gets +2/+0 until end of turn.
You may look at the top card of your library any time. You may play lands from the top of your library. Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.
Flash Reach
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+1. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") As long as you control a token, this creature gets +2/+0.
Reach When this creature dies, create a 1/2 green Spider creature token with reach.
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains trample until end of turn.
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
Consuming Blob's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1. At the beginning of your end step, create a green Ooze creature token with "This token's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1."
This creature enters with X +1/+1 counters on it. Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a +1/+1 counter on target creature you control.
When this creature enters, create a 1/1 white Human creature token. Coven — {5}{G}: Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
When this creature enters, you gain 3 life. {T}: Add one mana of any color.
Distribute three +1/+1 counters among one, two, or three target creatures you control.
Return target card from your graveyard to your hand. Flashback {4}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Coven — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (Each deals damage equal to its power to the other.)
When this creature enters, mill three cards, then you may return a land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature can't be blocked by creatures with power 2 or less this turn.
Flash Enchant creature When this Aura enters, if enchanted creature is a Wolf or Werewolf, untap that creature. Enchanted creature gets +2/+2 and has vigilance.
Target creature gets +2/+2 until end of turn. Coven — Then if you control three or more creatures with different powers, draw a card.
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Then if there are three or more basic land types among lands you control, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Flashback {4}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}{G}: This creature gains deathtouch until end of turn.
Destroy target creature with flying.
Trample When this creature enters, you may pay {1}{G} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.
Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard.
Create two 3/3 green Insect creature tokens. You gain 2 life. Flashback {6}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Other tapped creatures you control have deathtouch. Other untapped creatures you control have hexproof. {1}, {T}: Untap another target creature or land you control.
Create a 4/4 green Beast creature token. Flashback {6}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn.
Look at the top five cards of your library. You may put up to two permanent cards with mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. Flashback {7}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest into your graveyard. Flashback {2}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
When this creature enters, put a +1/+1 counter on target creature.
Choose up to three target cards in graveyards. The owners of those cards shuffle them into their libraries. You gain 2 life. Flashback {1}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
Trample Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature. When this creature dies, you gain life equal to its power.
[+1]: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. [0]: Put any number of land cards from your hand onto the battlefield tapped. [−3]: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control." [−8]: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback {2}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Flashback {3}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Other Zombies you control get +1/+0.
Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead." Flashback {3}{W}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
As an additional cost to cast this spell, sacrifice any number of creatures. Create an X/X blue and black Zombie creature token with menace, where X is the total power of the sacrificed creatures. Flashback {3}{U}{B} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog. Flashback {3}{G}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Flashback {3}{R}{G}
This spell costs {1} less to cast for each creature that died this turn. Return target creature card from your graveyard to the battlefield. Flashback {5}{B}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
You gain 2 life, draw two cards, then discard two cards. Flashback {1}{W}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Whenever you sacrifice another creature, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.) {1}, Sacrifice another creature: This creature gets +2/+2 until end of turn.
First strike At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Create X 2/2 black Zombie creature tokens with decayed, where X is half the number of creature cards in your graveyard, rounded up. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.) Flashback {3}{B}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Trample This creature enters with a +1/+1 counter on it for each creature that died this turn.
Exile target nonlegendary creature, then return it to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on it. Otherwise, tap it. Flashback {1}{W}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Create a 3/1 black and red Vampire creature token with trample, lifelink, and haste. Sacrifice it at the beginning of the next end step. Flashback {1}{B}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Create two 1/1 white Human creature tokens. Flashback {3}{G}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Protection from Werewolves Human creatures you control have "{T}: Add one mana of any of this creature's colors." {4}{G}{W}, {T}: Put a +1/+1 counter on each creature you control.
Flying, lifelink Whenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step. If a creature an opponent controls would die, exile it instead.
When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order. Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.
Flying, haste If a spell would deal damage to you or another permanent you control, prevent that damage. If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
Whenever a creature or enchantment you control enters this turn, draw a card. Flashback {2}{G}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
As an additional cost to cast this spell, sacrifice a nonland permanent. Exile target nonland permanent. Flashback {2}{W}{B} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
{T}: Add one mana of any color. {T}: Add two mana of any one color. Spend this mana only to cast spells from your graveyard. {G}{U}, {T}, Exile this creature: Return target card with flashback you own from exile to your hand.
Sacred Fire deals 2 damage to any target and you gain 2 life. Flashback {4}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flying, trample Humans you control get +1/+1. Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. Flashback {1}{U}{B}
Trample Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk. Remove three +1/+1 counters from Slogurk: Return it to its owner's hand. When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Flying Instant and sorcery spells you cast cost {1} less to cast. Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
Trample, haste If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.
[+1]: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life. [−2]: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. [−7]: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card." Flashback {2}{R}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
If it's neither day nor night, it becomes day as Vadrik enters. Instant and sorcery spells you cast cost {X} less to cast, where X is Vadrik's power. Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control. As long as an opponent lost life this turn, each other Vampire you control enters with an additional +1/+1 counter on it.
Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step. Flashback {4}{B}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
| Card | Number | Rarity | Price |
|---|---|---|---|
Adeline, Resplendent Cathar | 1 | Rare | $6.07 |
Ambitious Farmhand // Seasoned Cathar | 2 | Uncommon | $0.53 |
Beloved Beggar // Generous Soul | 3 | Uncommon | $0.10 |
Bereaved Survivor // Dauntless Avenger | 4 | Uncommon | $0.27 |
Blessed Defiance | 5 | Common | $0.13 |
Borrowed Time | 6 | Uncommon | $0.27 |
Brutal Cathar // Moonrage Brute | 7 | Rare | $0.67 |
Candlegrove Witch | 8 | Common | $0.06 |
Candletrap | 9 | Common | $0.13 |
Cathar Commando | 10 | Common | $0.47 |
Cathar's Call | 11 | Uncommon | $0.25 |
Celestus Sanctifier | 12 | Common | $0.13 |
Chaplain of Alms // Chapel Shieldgeist | 13 | Uncommon | $0.18 |
Clarion Cathars | 14 | Common | $0.08 |
Curse of Silence | 15 | Rare | $0.37 |
Duelcraft Trainer | 16 | Uncommon | $0.31 |
Enduring Angel // Angelic Enforcer | 17 | Mythic | $3.15 |
Fateful Absence | 18 | Rare | $0.90 |
Flare of Faith | 19 | Common | $0.20 |
Gavony Dawnguard | 20 | Uncommon | $0.03 |
Gavony Silversmith | 21 | Common | $0.09 |
Gavony Trapper | 22 | Common | $0.28 |
Hedgewitch's Mask | 23 | Common | $0.11 |
Homestead Courage | 24 | Common | $0.16 |
Intrepid Adversary | 25 | Mythic | $3.12 |
Loyal Gryff | 26 | Uncommon | $0.10 |
Lunarch Veteran // Luminous Phantom | 27 | Common | $0.48 |
Mourning Patrol // Morning Apparition | 28 | Common | $0.04 |
Odric's Outrider | 29 | Uncommon | $0.05 |
Ritual Guardian | 30 | Common | $0.14 |
Ritual of Hope | 31 | Uncommon | $0.14 |
Search Party Captain | 32 | Common | $0.24 |
Sigarda's Splendor | 33 | Rare | $0.69 |
Sigardian Savior | 34 | Mythic | $0.34 |
Soul-Guide Gryff | 35 | Common | $0.09 |
Sungold Barrage | 36 | Common | $0.04 |
Sungold Sentinel | 37 | Rare | $0.27 |
Sunset Revelry | 38 | Uncommon | $0.32 |
Thraben Exorcism | 39 | Common | $0.06 |
Unruly Mob | 40 | Common | $0.04 |
Vanquish the Horde | 41 | Rare | $2.23 |
Baithook Angler // Hook-Haunt Drifter | 42 | Common | $0.10 |
Component Collector | 43 | Common | $0.06 |
Consider | 44 | Common | $1.74 |
Covetous Castaway // Ghostly Castigator | 45 | Uncommon | $0.08 |
Curse of Surveillance | 46 | Rare | $1.10 |
Delver of Secrets // Insectile Aberration | 47 | Uncommon | $1.20 |
Devious Cover-Up | 48 | Common | $0.13 |
Dissipate | 49 | Uncommon | $0.28 |
Drownyard Amalgam | 50 | Common | $0.10 |
Fading Hope | 51 | Uncommon | $0.67 |
Falcon Abomination | 52 | Common | $0.19 |
Firmament Sage | 53 | Uncommon | $0.10 |
Flip the Switch | 54 | Common | $0.11 |
Galedrifter // Waildrifter | 55 | Common | $0.14 |
Geistwave | 56 | Common | $0.26 |
Grafted Identity | 57 | Rare | $0.19 |
Larder Zombie | 58 | Common | $0.06 |
Lier, Disciple of the Drowned | 59 | Mythic | $7.52 |
Locked in the Cemetery | 60 | Common | $0.09 |
Malevolent Hermit // Benevolent Geist | 61 | Rare | $1.42 |
Memory Deluge | 62 | Rare | $0.58 |
Mysterious Tome // Chilling Chronicle | 63 | Uncommon | $0.22 |
Nebelgast Intruder | 64 | Uncommon | $0.07 |
Ominous Roost | 65 | Uncommon | $0.24 |
Organ Hoarder | 66 | Common | $0.14 |
Otherworldly Gaze | 67 | Common | $2.45 |
Overwhelmed Archivist // Archive Haunt | 68 | Uncommon | $0.16 |
Patrician Geist | 69 | Rare | $0.40 |
Phantom Carriage | 70 | Uncommon | $0.05 |
Poppet Stitcher // Poppet Factory | 71 | Mythic | $4.91 |
Revenge of the Drowned | 72 | Common | $0.13 |
Secrets of the Key | 73 | Common | $0.22 |
Shipwreck Sifters | 74 | Common | $0.11 |
Skaab Wrangler | 75 | Uncommon | $0.04 |
Sludge Monster | 76 | Rare | $0.89 |
Spectral Adversary | 77 | Mythic | $1.20 |
Startle | 78 | Common | $0.15 |
Stormrider Spirit | 79 | Common | $0.03 |
Suspicious Stowaway // Seafaring Werewolf | 80 | Rare | $0.23 |
Triskaidekaphile | 81 | Rare | $3.32 |
Unblinking Observer | 82 | Common | $0.17 |
Vivisection | 83 | Uncommon | $0.05 |
Arrogant Outlaw | 84 | Common | $0.11 |
Baneblade Scoundrel // Baneclaw Marauder | 85 | Uncommon | $0.15 |
Bat Whisperer | 86 | Common | $0.10 |
Bladebrand | 87 | Common | $0.16 |
Blood Pact | 88 | Common | $0.29 |
Bloodline Culling | 89 | Rare | $0.42 |
Bloodtithe Collector | 90 | Uncommon | $0.07 |
Champion of the Perished | 91 | Rare | $1.97 |
Covert Cutpurse // Covetous Geist | 92 | Uncommon | $0.07 |
Crawl from the Cellar | 93 | Common | $0.20 |
Curse of Leeches // Leeching Lurker | 94 | Rare | $0.22 |
Defenestrate | 95 | Common | $0.07 |
Diregraf Horde | 96 | Common | $0.15 |
Dreadhound | 97 | Uncommon | $1.67 |
Duress | 98 | Common | $0.71 |
Eaten Alive | 99 | Common | $0.35 |
Ecstatic Awakener // Awoken Demon | 100 | Common | $0.10 |
Foul Play | 101 | Uncommon | $0.19 |
Ghoulish Procession | 102 | Uncommon | $0.55 |
Gisa, Glorious Resurrector | 103 | Rare | $3.09 |
Graveyard Trespasser // Graveyard Glutton | 104 | Rare | $2.91 |
Heirloom Mirror // Inherited Fiend | 105 | Uncommon | $0.32 |
Hobbling Zombie | 106 | Common | $0.18 |
Infernal Grasp | 107 | Uncommon | $0.99 |
Jadar, Ghoulcaller of Nephalia | 108 | Rare | $7.96 |
Jerren, Corrupted Bishop // Ormendahl, the Corrupter | 109 | Mythic | $0.63 |
Lord of the Forsaken | 110 | Mythic | $0.91 |
Mask of Griselbrand | 111 | Rare | $0.95 |
The Meathook Massacre | 112 | Mythic | $26.98 |
Morbid Opportunist | 113 | Uncommon | $1.07 |
Morkrut Behemoth | 114 | Common | $0.11 |
Necrosynthesis | 115 | Uncommon | $0.43 |
No Way Out | 116 | Common | $0.19 |
Novice Occultist | 117 | Common | $0.19 |
Olivia's Midnight Ambush | 118 | Common | $0.21 |
Rotten Reunion | 119 | Common | $0.86 |
Shady Traveler // Stalking Predator | 120 | Common | $0.03 |
Siege Zombie | 121 | Common | $0.18 |
Slaughter Specialist | 122 | Rare | $5.37 |
Stromkirk Bloodthief | 123 | Uncommon | $0.18 |
Tainted Adversary | 124 | Mythic | $2.05 |
Vampire Interloper | 125 | Common | $0.08 |
Vengeful Strangler // Strangling Grasp | 126 | Uncommon | $0.25 |
Abandon the Post | 127 | Common | $0.13 |
Ardent Elementalist | 128 | Common | $0.37 |
Bloodthirsty Adversary | 129 | Mythic | $0.94 |
Brimstone Vandal | 130 | Common | $0.05 |
Burn Down the House | 131 | Rare | $2.79 |
Burn the Accursed | 132 | Common | $0.13 |
Cathartic Pyre | 133 | Uncommon | $0.46 |
Curse of Shaken Faith | 134 | Rare | $0.35 |
Electric Revelation | 135 | Common | $0.26 |
Falkenrath Perforator | 136 | Common | $0.10 |
Falkenrath Pit Fighter | 137 | Rare | $0.63 |
Famished Foragers | 138 | Common | $0.07 |
Fangblade Brigand // Fangblade Eviscerator | 139 | Uncommon | $0.26 |
Festival Crasher | 140 | Common | $0.19 |
Flame Channeler // Embodiment of Flame | 141 | Uncommon | $0.26 |
Geistflame Reservoir | 142 | Rare | $0.18 |
Harvesttide Infiltrator // Harvesttide Assailant | 143 | Common | $0.05 |
Immolation | 144 | Common | $0.05 |
Lambholt Harrier | 145 | Common | $0.05 |
Light Up the Night | 146 | Rare | $0.28 |
Lunar Frenzy | 147 | Uncommon | $0.43 |
Moonrager's Slash | 148 | Common | $0.12 |
Moonveil Regent | 149 | Mythic | $0.49 |
Mounted Dreadknight | 150 | Common | $0.08 |
Neonate's Rush | 151 | Common | $0.05 |
Obsessive Astronomer | 152 | Uncommon | $0.04 |
Pack's Betrayal | 153 | Common | $0.14 |
Play with Fire | 154 | Uncommon | $0.62 |
Purifying Dragon | 155 | Uncommon | $0.13 |
Raze the Effigy | 156 | Common | $0.25 |
Reckless Stormseeker // Storm-Charged Slasher | 157 | Rare | $0.87 |
Seize the Storm | 158 | Uncommon | $0.17 |
Smoldering Egg // Ashmouth Dragon | 159 | Rare | $0.62 |
Spellrune Painter // Spellrune Howler | 160 | Uncommon | $0.15 |
Stolen Vitality | 161 | Common | $0.09 |
Sunstreak Phoenix | 162 | Mythic | $0.30 |
Tavern Ruffian // Tavern Smasher | 163 | Common | $0.12 |
Thermo-Alchemist | 164 | Uncommon | $0.78 |
Village Watch // Village Reavers | 165 | Uncommon | $2.59 |
Voldaren Ambusher | 166 | Uncommon | $0.13 |
Voldaren Stinger | 167 | Common | $0.15 |
Augur of Autumn | 168 | Rare | $3.98 |
Bird Admirer // Wing Shredder | 169 | Common | $0.16 |
Bounding Wolf | 170 | Common | $0.23 |
Bramble Armor | 171 | Common | $0.14 |
Briarbridge Tracker | 172 | Rare | $0.13 |
Brood Weaver | 173 | Uncommon | $0.96 |
Burly Breaker // Dire-Strain Demolisher | 174 | Uncommon | $0.22 |
Candlelit Cavalry | 175 | Common | $0.16 |
Clear Shot | 176 | Uncommon | $0.17 |
Consuming Blob | 177 | Mythic | $0.60 |
Contortionist Troupe | 178 | Uncommon | $0.15 |
Dawnhart Mentor | 179 | Uncommon | $0.10 |
Dawnhart Rejuvenator | 180 | Common | $0.12 |
Deathbonnet Sprout // Deathbonnet Hulk | 181 | Uncommon | $0.49 |
Defend the Celestus | 182 | Uncommon | $0.12 |
Dryad's Revival | 183 | Uncommon | $0.47 |
Duel for Dominance | 184 | Common | $0.10 |
Eccentric Farmer | 185 | Common | $0.15 |
Harvesttide Sentry | 186 | Common | $0.06 |
Hound Tamer // Untamed Pup | 187 | Uncommon | $4.30 |
Howl of the Hunt | 188 | Common | $0.19 |
Might of the Old Ways | 189 | Common | $0.06 |
Outland Liberator // Frenzied Trapbreaker | 190 | Uncommon | $0.71 |
Path to the Festival | 191 | Common | $0.11 |
Pestilent Wolf | 192 | Common | $0.16 |
Plummet | 193 | Common | $0.05 |
Primal Adversary | 194 | Mythic | $1.25 |
Return to Nature | 195 | Common | $0.37 |
Rise of the Ants | 196 | Uncommon | $0.05 |
Saryth, the Viper's Fang | 197 | Rare | $2.66 |
Shadowbeast Sighting | 198 | Common | $0.03 |
Snarling Wolf | 199 | Common | $0.10 |
Storm the Festival | 200 | Rare | $0.56 |
Tapping at the Window | 201 | Common | $0.16 |
Timberland Guide | 202 | Common | $0.03 |
Tireless Hauler // Dire-Strain Brawler | 203 | Common | $0.08 |
Tovolar's Huntmaster // Tovolar's Packleader | 204 | Rare | $0.60 |
Turn the Earth | 205 | Uncommon | $0.63 |
Unnatural Growth | 206 | Rare | $3.86 |
Willow Geist | 207 | Rare | $0.39 |
Wrenn and Seven | 208 | Mythic | $4.89 |
Angelfire Ignition | 209 | Rare | $1.05 |
Arcane Infusion | 210 | Uncommon | $0.25 |
Arlinn, the Pack's Hope // Arlinn, the Moon's Fury | 211 | Mythic | $3.94 |
Bladestitched Skaab | 212 | Uncommon | $0.38 |
Can't Stay Away | 213 | Rare | $0.26 |
Corpse Cobble | 214 | Uncommon | $0.21 |
Croaking Counterpart | 215 | Rare | $2.07 |
Dawnhart Wardens | 216 | Uncommon | $0.06 |
Dennick, Pious Apprentice // Dennick, Pious Apparition | 217 | Rare | $0.33 |
Devoted Grafkeeper // Departed Soulkeeper | 218 | Uncommon | $0.12 |
Dire-Strain Rampage | 219 | Rare | $0.57 |
Diregraf Rebirth | 220 | Uncommon | $0.28 |
Faithful Mending | 221 | Uncommon | $10.83 |
Fleshtaker | 222 | Uncommon | $0.47 |
Florian, Voldaren Scion | 223 | Rare | $0.54 |
Galvanic Iteration | 224 | Rare | $0.62 |
Ghoulcaller's Harvest | 225 | Rare | $0.22 |
Grizzly Ghoul | 226 | Uncommon | $0.08 |
Hallowed Respite | 227 | Rare | $0.35 |
Hungry for More | 228 | Uncommon | $0.16 |
Join the Dance | 229 | Uncommon | $0.11 |
Katilda, Dawnhart Prime | 230 | Rare | $1.69 |
Kessig Naturalist // Lord of the Ulvenwald | 231 | Uncommon | $0.36 |
Liesa, Forgotten Archangel | 232 | Rare | $5.50 |
Ludevic, Necrogenius // Olag, Ludevic's Hubris | 233 | Rare | $0.21 |
Old Stickfingers | 234 | Rare | $0.83 |
Rem Karolus, Stalwart Slayer | 235 | Rare | $0.38 |
Rite of Harmony | 236 | Rare | $3.90 |
Rite of Oblivion | 237 | Uncommon | $3.99 |
Rootcoil Creeper | 238 | Uncommon | $0.33 |
Sacred Fire | 239 | Uncommon | $0.33 |
Sigarda, Champion of Light | 240 | Mythic | $0.82 |
Siphon Insight | 241 | Rare | $0.63 |
Slogurk, the Overslime | 242 | Rare | $0.44 |
Storm Skreelix | 243 | Uncommon | $0.15 |
Sunrise Cavalier | 244 | Uncommon | $0.07 |
Teferi, Who Slows the Sunset | 245 | Mythic | $4.40 |
Tovolar, Dire Overlord // Tovolar, the Midnight Scourge | 246 | Rare | $1.77 |
Unnatural Moonrise | 247 | Uncommon | $0.51 |
Vadrik, Astral Archmage | 248 | Rare | $0.24 |
Vampire Socialite | 249 | Uncommon | $5.25 |
Wake to Slaughter | 250 | Rare | $0.20 |